Need help with model cutting and model deforms for darkplaces enginehttp://forum.devmaster.net/t/need-help-with-model-cutting-and-model-deforms-for-darkplaces-engine/22332
I was wondering if a developer could help add a feature to the opensource darkplaces engine. Model cutting and model deforms.
I would like to add an axe to a mod I'm working on. I've allready added 4 other ancient weapons including caltrops and a torch that burns, gives light, and extinguishes in water, also other bludgeon weapons and ancient ranged weapons.
I cannot add an axe or a sword however because it would not be any different than the bludgeon weapons without some darkplaces engine modifications: the axe needs to cut and cleave that which it is brought against, for this there need to be routines in the darkplaces engine that cut things via a plane and then either loop-fill the hole or just mirror the new model on the inside with a blood texture (easier) (depending on species).
The subroutine would need to accept a few parameters: coords of the cut plane (ofcourse), texture to use for blood, weather to loop-and-fill with new polygons the hole or to just copy-reverse the new model(s) and make an interior hull (easier).
This could all be placed in a modeldeforms.c for darkplaces.
Other deforms that would be nice could be: shatter (model is reduced to collections of it's triangles), shrink/expand, collapse (think disolve in acid, model is collapsed/shrunk towards the bones), cave-in (radius is given and point, any part of the model that is in this radius is collapsed away, thus looking like a cave-in).
![7kpbzob8pomhcxu8a6b9.jpg](http://pics.nexuizninjaz.com/images/7kpbzob8pomhcxu8a6b9.jpg)
![dlmxm5lcxr1cdjwy3jnq.jpg](http://pics.nexuizninjaz.com/images/dlmxm5lcxr1cdjwy3jnq.jpg)
Tue, 20 Nov 2012 20:14:33 +0000graphicsNeed help with model cutting and model deforms for darkplaces engineno-reply@example.com (@Haeylleh Haey)@Haeylleh wrote:

\ By model cutting, what are you referring to? \ laser scalpels \ ? \ Seemingly that shouldn't be terribly difficult to implement \ human or animal models? there is an important ethical difference \ For the physics system being used, you'd create a new actor or entity to handle the newly created pile of guts or whatever. \ no sane person wants to experiment on human models \ but a cute dog model... \ Let's say you chopped off a leg. \ You'd need to load up the model's verticies, create a clipping plane for the slice, and designate which polygons were affected \ Two new models would need to be created, \ The "hole" in the leg would need to be filled with an appropriate "blood and guts" textured mesh \ You'd probably designate a particle system for the center of the newly created hole, at which point blood gushes out. * LordHavoc has quit ("Client exiting") \ The physics system would take care of the collision of either mesh. * LordHavoc (\~havoc@50-193-192-106-static.hfc.comcastbusiness.net) has joined #darkplaces * Caleb gives channel operator status to LordHavoc \ Something to that effect. \ Obviously there'd be more to it, but overall, I'd probably code it in those steps. \ As for the actual slicing and filling of the model, I'm sure there are papers around for that.

\ no, none. \ none? \ I just want.... model cutting and deforms \ and I.. don't know how to do this \ oh, is that all? \ suppsidly it's easy \ that's all \ aye, it is really easy... \ doing it in realtime in a persistant manner on the other hand... \ especially if you want the severed limb to fall on the ground instead of instantly vanishing in an immersion breaking way \ be given an entity and fall on ground like a gib \ (doesn't need to be properly min/maxed or anything) \ if you have a mesh and a plane to cut along, you can test the distance from the point, and figure out the fraction and midpoint \ problem is that in an animating mesh, that mid point moves. \ and the plane bends too. \ and the animations kinda expect there to still be an arm or whatever to counter balance the animation's momentum, etc \ could still keep the bone there? \ (but no verts ) \ I made a thread here http://forums.xonotic.org/showthread.php?tid=3666 about that \ but whatever's simple is fine too, something is better than nothing \ easiest way is to likely build the mesh, figure out the interpolant values, and then generate a completely new mesh from the original mesh. then import animations from the origional model into your new mesh. \ if animation can't be done this could just be a death effect which wouldn't be called unless the blow's dmg reduced theirs to less than 0 \ Spoike1, in the engine? \ using vertex weights to figure out the new midpoint of the lines on the cuts \ may I post these things to that thread (so others can read the ideas?) \ do whatever you want, so long as I don't have to stop being lazy. \ are there any turtorials on darkplaces I can read to learn how do work with it and maybe do this

The game and engine are GPL licensed, so virtually anything can be done with it.

I was wondering if a developer could help add a feature to the opensource darkplaces engine. Model cutting and model deforms.

I would like to add an axe to a mod I'm working on. I've allready added 4 other ancient weapons including caltrops and a torch that burns, gives light, and extinguishes in water, also other bludgeon weapons and ancient ranged weapons.

I cannot add an axe or a sword however because it would not be any different than the bludgeon weapons without some darkplaces engine modifications: the axe needs to cut and cleave that which it is brought against, for this there need to be routines in the darkplaces engine that cut things via a plane and then either loop-fill the hole or just mirror the new model on the inside with a blood texture (easier) (depending on species).

The subroutine would need to accept a few parameters: coords of the cut plane (ofcourse), texture to use for blood, weather to loop-and-fill with new polygons the hole or to just copy-reverse the new model(s) and make an interior hull (easier).

This could all be placed in a modeldeforms.c for darkplaces.

Other deforms that would be nice could be: shatter (model is reduced to collections of it's triangles), shrink/expand, collapse (think disolve in acid, model is collapsed/shrunk towards the bones), cave-in (radius is given and point, any part of the model that is in this radius is collapsed away, thus looking like a cave-in).